[HGInventoryAccessModule] ;; Send visual reminder to local users that their inventories are unavailable ;; while they are traveling and available when they return. True by default. RestrictInventoryAccessAbroad = false

;; Sets the method that OpenSim will use to fire asynchronous ;; events. Valid values are UnsafeQueueUserWorkItem, ;; QueueUserWorkItem, BeginInvoke, SmartThreadPool, and Thread. ;; SmartThreadPool is reported to work well on Mono/Linux, but ;; UnsafeQueueUserWorkItem has been benchmarked with better ;; performance on .NET/Windows. Default: SmartThreadPool ; async_call_method = "SmartThreadPool"

;# {allow_regionless} {} {Allow simulator to start up with no regions configured.} {true false} false ;; Allow the simulator to start up if there are no region configuration ;; available from the selected region_info_source. allow_regionless = true

;# {InworldRestartShutsDown} {} {Shutdown instance on region restart?} {true false} false ;; If you have only one region in an instance, or to avoid the many bugs ;; that you can trigger in modules by restarting a region, set this to ;; true to make the entire instance exit instead of restarting the region. ;; This is meant to be used on systems where some external system like ;; Monit will restart any instance that exits, thereby making the shutdown ;; into a restart. ; InworldRestartShutsDown = false

;# {GenerateMaptiles} {} {Generate map tiles?} {true false} true ;; Map tile options. ;; If true, then maptiles are generated using the MapImageModule selected below. ;; If false then the texture referenced by MaptileStaticUUID is used instead, which can also be overridden ;; in individual region config file(s). ; GenerateMaptiles = true

;# {MapImageModule} {} {The map image module to use} {MapImageModule Warp3DImageModule} MapImageModule ;; The module to use in order to generate map images. ;; MapImageModule is the default. Warp3DImageModule is an alternative experimental module that can generate ;; better images, but has a memeory leak. Do not use Warp3DImageModule together with MaptileRefresh! ; MapImageModule = "MapImageModule"

;# {MaptileRefresh} {GenerateMaptiles} {Maptile refresh period?} {} 0 ;; If desired, a running region can update the map tiles periodically ;; to reflect building activity. This makes no sense of you don't have ;; prims or other mesh on maptiles. Value is in seconds. ; MaptileRefresh = 0

;# {MaptileStaticUUID} {} {Asset ID for static map texture} {} 00000000-0000-0000-0000-000000000000 ;; If not generating maptiles, use this static texture asset ID ;; This may be overridden on a per region basis in Regions.ini ; MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"

;# {DrawPrimOnMapTile} {} {Draw prim shapes on map tiles?} {true false} true ;; Draw objects on maptile. This step might take a long time if you've ;; got a large number of objects, so you can turn it off here if you'd like. ; DrawPrimOnMapTile = true

[Network] ;# {http_listener_port} {} {TCP Port for this simulator to listen on? (This must be unique to the simulator!)} {} 9000 ;; Simulator HTTP port. This is not the region port, but the port the ;; entire simulator listens on. This port uses the TCP protocol, while ;; the region ports use UDP. ; http_listener_port = 9000

;# {ExternalHostNameForLSL} {} {Hostname to use for HTTP-IN URLs. This should be reachable from the internet.} {} ;; Hostname to use in llRequestURL/llRequestSecureURL ;; must be a valid hostname for the ssl cert. ;; if not defined - llRequestURL/llRequestSecureURL are disabled ; ExternalHostNameForLSL = "my.external.domain.or.ipv4.address"

;; What is reported as the "User-Agent" when using llHTTPRequest, defaults to not ;; send User-Agent info if not set here. See the notes section in the wiki at ;; http://wiki.secondlife.com/wiki/LlHTTPRequest for comments on adding ;; " (Mozilla Compatible)" to the text where there are problems with a web server. user_agent = "OpenSim LSL (Mozilla Compatible)"

;; The time to wait before disconecting an unresponsive client. ;; The time is in seconds. The default is 60 (one minute). AckTimeout = 600

;# {DisableFacelights} {} {Stop facelights from working?} {true false} false ;; Quash and remove any light properties from attachments not on the ;; hands. This allows flashlights and lanterns to function, but kills ;; silly vanity "Facelights" dead. Sorry, head mounted miner's lamps ;; will also be affected. ;; This is especially important in artistic builds that depend on lights ;; on the build for their appearance, since facelights will cause the ;; building's lights to possibly not be rendered. ; DisableFacelights = "false"

;; Maximum outbound bytes per second for a single scene. This can be used to ;; throttle total outbound UDP traffic for a home simulator with low bandwidth. ;; The default value is 0, meaning no throttling at the scene level. ;; Example for 20 megabits is 2500000. ; scene_throttle_max_bps = 0

;; Maximum bytes per second to send to any single client. This will override ;; the user's viewer preference settings to distribute the traffic fairer ;; between the avatars present on home simulators. The default value is 0, ;; meaning no aggregate throttling on clients (only per-category throttling). ;; Example for 1.5 megabits is 187500. ; client_throttle_max_bps = 0

;; BulletSim can run on its own thread independent of the simulator's heartbeat thread. ;; Enabling this will not let the physics engine slow down avatar movement, etc. Default is false. ; UseSeparatePhysicsThread = false